add LightsManager::BlinkActorLight
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@@ -70,6 +70,11 @@ static float g_fCabinetLightDuration[NUM_CABINET_LIGHTS];
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// current "power" of each actor light
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// current "power" of each actor light
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static float g_fCabinetLights[NUM_CABINET_LIGHTS];
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static float g_fCabinetLights[NUM_CABINET_LIGHTS];
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void LightsManager::BlinkActorLight( CabinetLight cl )
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{
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g_fCabinetLightDuration[cl] = g_fLightEffectRiseSeconds;
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}
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/*
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/*
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* Using data from pLightData, blink actor lights (eg. "effectclock,MarqueeLrRight")
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* Using data from pLightData, blink actor lights (eg. "effectclock,MarqueeLrRight")
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* within [iStart,iEnd). This is available even if no light driver is active.
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* within [iStart,iEnd). This is available even if no light driver is active.
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@@ -61,6 +61,7 @@ public:
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void BlinkCabinetLight( CabinetLight cl );
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void BlinkCabinetLight( CabinetLight cl );
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void BlinkGameButton( GameInput gi );
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void BlinkGameButton( GameInput gi );
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void BlinkActorLight( CabinetLight cl );
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void BlinkActorLightsBetween( int iStart, int iEnd, const NoteData *pLightData );
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void BlinkActorLightsBetween( int iStart, int iEnd, const NoteData *pLightData );
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float GetActorLightLatencySeconds() const;
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float GetActorLightLatencySeconds() const;
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